private void OnTriggerExit(Collider other) { GameObject otherGo = other.gameObject; if (((1 << otherGo.layer) & interactableLayers) != 0) { _actualInteractableMachine.PlayerOnTrigger(_model, false); _actualInteractableMachine = null; _model.CanShop(false); } }
private void OnTriggerEnter(Collider other) { GameObject otherGo = other.gameObject; if (((1 << otherGo.layer) & IAgressiveLayers) != 0) { otherGo.GetComponent <IAgressive>().Hit(); _owner.ReceiveDamage(otherGo.GetComponent <IAgressive>().GetDamage(), (transform.position - otherGo.transform.position) * otherGo.GetComponent <IAgressive>().GetAgressiveness() + Vector3.up * (otherGo.GetComponent <IAgressive>().GetAgressiveness()) * 0.5f); } if (((1 << otherGo.layer) & interactableLayers) != 0) { _model.CanShop(true); _actualInteractableMachine = otherGo.GetComponent <InteractableMachine>(); _actualInteractableMachine.PlayerOnTrigger(_model, true); } }